I’m creeping up from my hide out with goodies. hehe
So, I worked at Ubisoft during most of my hide out. Yeah, fvckin Ubisoft! And it was fvckin fantastic. I learned a lot, met awesome people, did fun stuff. It was one of the most exciting highlights of 2013, along with my graduation from the Gaming Academy. It is a sweet win for all the hard work I’ve put in, passion gets you far! I can’t speak much of the game I worked on there, once it’s officially published, I’ll be doing a bit of bragging and talk about the level designs I did perhaps. I hope it’s a hit.
Here’s a photoshoot we did back in Movember, SEE AWESOME GIF, can you spot me? I’m the one with the Rabbid lol
The Cake wasn’t a lie that day
Another new exciting experience was, participating in the Global Game Jam 2014. The theme was “We don’t see things as they are, we see them as we are.”. I didn’t expect such an abstract theme, but it’s a very interesting one. I love it. I came up with a few ideas, I won’t go into them. Maybe another post for that. But, I teamed up with my buddy from the Gaming Academy Arnaud, and Mithos whom I met at the event, and together we created Shaped Perception. Play it on browser here. I won’t say much about the game, I’d love for you guys to try it out and discover the world. =D If you do reach the end, please do tell me.
Some screen shots of the game, in-editor and in-game. And below a small description of the game.
Level layout in editor
World in Cube view
World in Sphere view
A blocker, must shape shift in order to progress
In Sphere form, notice the yellow textured sphere
In Cube form, notice the yellow textured cubes
A little bit about the game, Shaped Perception, based on primitive shapes of a sphere and a cube. You experience the world in either on of those shapes, if the world object original shape was a sphere , it’ll function like a sphere as in it moves smoother unlike a cube would, but it will appear to be in the same form that you are in. So, the game in this world is trying to figure out what best form to be in to interact with the world objects to best solve the level and progress. This demo is just one level, to demonstrate the idea. I think it’s got potential to be a cool puzzler, and it does lack in some way. But, I am happy with what my teammates and I have accomplished in the 48 set hours. I will definitely participate next year. These jams are fun, makes my brain pop with thoughts like heated corn kernels. Making games is heavenly.
Which brings us to the beyond part of this post, my current game project in development. I decided to develop Candy Bunnies, a prototype I did back in the academy last year. It was part of rapid prototyping course, you can read more about in this post. I wanted to start with this project, because it’s scope is considerably small and I haven’t done any mobile platform specific game yet. I’m learning a lot, and I’m so glad to have a great team working on this project. José Teixeira, the lead programmer and Shihab Aldeen lead artist/animator.
The project is in its early production stage, revamping the gameplay mostly, adding new elements, testing what works and what’s fun. Steady and slow progress. We’ll work hard to make this game kickass. =D
I’ll be doing more of the Dev Diary posts for Candy Bunnies when I’ve got something substantial and interesting to share.
*creeps back into the devving hole with a grin*